Fix decl of gl_FragCoord in GLSL versions <= 1.20.

We we're saying "in" instead of "varying".
Review URL: https://codereview.appspot.com/6779043

git-svn-id: http://skia.googlecode.com/svn/trunk@6104 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2012-10-25 14:57:46 +00:00
parent 831c726f83
commit 5fa2107842
2 changed files with 40 additions and 1 deletions

View File

@ -289,7 +289,11 @@ const char* GrGLShaderBuilder::fragmentPosition() {
if (fContext.caps().fragCoordConventionsSupport()) {
if (!fSetupFragPosition) {
fFSHeader.append("#extension GL_ARB_fragment_coord_conventions: require\n");
fFSHeader.append("layout(origin_upper_left) in vec4 gl_FragCoord;\n");
fFSInputs.push_back().set(kVec4f_GrSLType,
GrGLShaderVar::kIn_TypeModifier,
"gl_FragCoord",
GrGLShaderVar::kDefault_Precision,
GrGLShaderVar::kUpperLeft_Origin);
fSetupFragPosition = true;
}
return "gl_FragCoord";

View File

@ -44,6 +44,14 @@ public:
// Otherwise, highp.
};
/**
* See GL_ARB_fragment_coord_conventions.
*/
enum Origin {
kDefault_Origin, // when set to kDefault the origin field is ignored.
kUpperLeft_Origin, // only used to declare vec4 in gl_FragCoord.
};
/**
* Defaults to a float with no precision specifier
*/
@ -52,6 +60,7 @@ public:
fTypeModifier = kNone_TypeModifier;
fCount = kNonArray;
fPrecision = kDefault_Precision;
fOrigin = kDefault_Origin;
fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS;
}
@ -61,6 +70,7 @@ public:
fTypeModifier = kNone_TypeModifier;
fCount = arrayCount;
fPrecision = kDefault_Precision;
fOrigin = kDefault_Origin;
fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS;
fName = name;
}
@ -71,6 +81,7 @@ public:
, fName(var.fName)
, fCount(var.fCount)
, fPrecision(var.fPrecision)
, fOrigin(fOrigin)
, fUseUniformFloatArrays(var.fUseUniformFloatArrays) {
GrAssert(kVoid_GrSLType != var.fType);
}
@ -90,6 +101,7 @@ public:
TypeModifier typeModifier,
const SkString& name,
Precision precision = kDefault_Precision,
Origin origin = kDefault_Origin,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
GrAssert(kVoid_GrSLType != type);
fType = type;
@ -97,6 +109,7 @@ public:
fName = name;
fCount = kNonArray;
fPrecision = precision;
fOrigin = origin;
fUseUniformFloatArrays = useUniformFloatArrays;
}
@ -107,6 +120,7 @@ public:
TypeModifier typeModifier,
const char* name,
Precision precision = kDefault_Precision,
Origin origin = kDefault_Origin,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
GrAssert(kVoid_GrSLType != type);
fType = type;
@ -114,6 +128,7 @@ public:
fName = name;
fCount = kNonArray;
fPrecision = precision;
fOrigin = origin;
fUseUniformFloatArrays = useUniformFloatArrays;
}
@ -125,6 +140,7 @@ public:
const SkString& name,
int count,
Precision precision = kDefault_Precision,
Origin origin = kDefault_Origin,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
GrAssert(kVoid_GrSLType != type);
fType = type;
@ -132,6 +148,7 @@ public:
fName = name;
fCount = count;
fPrecision = precision;
fOrigin = origin;
fUseUniformFloatArrays = useUniformFloatArrays;
}
@ -143,6 +160,7 @@ public:
const char* name,
int count,
Precision precision = kDefault_Precision,
Origin origin = kDefault_Origin,
bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
GrAssert(kVoid_GrSLType != type);
fType = type;
@ -150,6 +168,7 @@ public:
fName = name;
fCount = count;
fPrecision = precision;
fOrigin = origin;
fUseUniformFloatArrays = useUniformFloatArrays;
}
@ -220,10 +239,25 @@ public:
*/
void setPrecision(Precision p) { fPrecision = p; }
/**
* Get the origin of the var
*/
Origin getOrigin() const { return fOrigin; }
/**
* Set the origin of the var
*/
void setOrigin(Origin origin) { fOrigin = origin; }
/**
* Write a declaration of this variable to out.
*/
void appendDecl(const GrGLContextInfo& gl, SkString* out) const {
if (kUpperLeft_Origin == fOrigin) {
// this is the only place where we specify a layout modifier. If we use other layout
// modifiers in the future then they should be placed in a list.
out->append("layout(origin_upper_left) ");
}
if (this->getTypeModifier() != kNone_TypeModifier) {
out->append(TypeModifierString(this->getTypeModifier(),
gl.glslGeneration()));
@ -331,6 +365,7 @@ private:
SkString fName;
int fCount;
Precision fPrecision;
Origin fOrigin;
/// Work around driver bugs on some hardware that don't correctly
/// support uniform float []
bool fUseUniformFloatArrays;